notes/DND/TheVault/Classes/Overseer.md
2025-01-15 05:35:01 +00:00

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Class Name: Overseer

Vaults of Resonance Content

The Overseer is a tactical commander specializing in leading semi-autonomous constructs called Control Units in battle. They use their expertise to manage and enhance their units, creating a flexible and adaptive force on the battlefield.


Class Features

Hit Points

  • Hit Dice: 1d8 per Overseer level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Overseer level after 1st

Proficiencies

  • Armor: Light armor, medium armor
  • Weapons: Simple weapons, martial weapons
  • Tools: Tinkers tools
  • Saving Throws: Intelligence, Constitution
  • Skills: Choose two from Arcana, History, Insight, Investigation, Perception, or Survival

Starting Equipment

  • (a) A martial weapon and a shield or (b) two simple weapons
  • (a) Scale mail or (b) leather armor
  • (a) A scholar's pack or (b) an explorer's pack
  • Tinkers tools

Class Table: The Overseer

Level Proficiency Bonus Features Units Controlled Command Points
1 +2 Tactical Network, Constructed Ally 1 (Constructed Ally) 2
2 +2 Command Maneuvers, Unit Upgrades 1 3
3 +2 Overseer Archetype 2 4
4 +2 Ability Score Improvement 2 5
5 +3 Efficient Directives 2 6
6 +3 Improved Upgrades 2 7
7 +3 Tactical Dominance 3 8
8 +3 Ability Score Improvement 3 9
9 +4 Enhanced Network 3 10
10 +4 Archetype Feature 3 11
11 +4 Overclock 4 12
12 +4 Ability Score Improvement 4 13
13 +5 Multi-Unit Maneuvers 4 14
14 +5 Archetype Feature 4 15
15 +5 Master Strategist 5 16
16 +5 Ability Score Improvement 5 17
17 +6 Supreme Upgrades 5 18
18 +6 Archetype Feature 5 19
19 +6 Ability Score Improvement 6 20
20 +6 Command Perfection 6 21

Core Mechanics

Tactical Network (1st Level)

You establish a mental link with your Constructed Ally, enabling seamless coordination. Your ally acts on your turn, taking actions based on your commands. The ally defaults to a defensive stance (Dodge) if no command is issued.

  • Range: 30 feet
  • Commands: Commands cost Command Points to execute.

Constructed Ally (1st Level)

At 1st level, you gain a Constructed Ally, a semi-autonomous construct that serves as your companion in combat. Use the Steel Defender stat block as a base with the following modifications:

  • Hit Points: Equal to 5 + five times your Overseer level.
  • Scaling: Your Constructed Ally gains additional features and upgrades as you level up.
  • Actions: Takes actions based on your commands, expending Command Points.

Command Points (1st Level)

You have a pool of Command Points that you use to issue tactical commands to your units. This pool replenishes after a long rest.

  • Regeneration: Restore 1d4 + Intelligence modifier Command Points during a short rest.
  • Threshold: You cannot spend more than half your level in Command Points on a single ally's turn.

Command Maneuvers (2nd Level)

You develop specialized tactics to enhance your units. Choose two Command Maneuvers from the list below.

  • Shockwave (2 CP): Your ally slams the ground, forcing creatures in a 10-foot radius to make a Strength saving throw (DC = 8 + proficiency bonus + Intelligence modifier) or be knocked prone.
  • Intercept (1 CP): Your ally moves to intercept an attack targeting a creature within 10 feet of it.
  • Coordinated Strike (3 CP): All Constructed Allies attack the same target. If at least two attacks hit, deal an additional 1d10 damage.
  • Deploy Barrier (3 CP): Construct an energy barrier that provides half cover in a 10-foot radius for one round.

Overseer Archetype (3rd Level)

Choose one specialization for your Overseer. Examples:

  • Field Commander: Focuses on battlefield control and advanced maneuvers.

    • Tactical Mastery (3rd Level): Gain +2 Command Points and increase your command range to 60 feet.
    • Phalanx Formation (10th Level): Allies within 10 feet gain +1 AC.
  • Mechanist: Enhances allies with superior upgrades and experimental tech.

    • Experimental Protocols (3rd Level): Add a module to allies, like a flamethrower or grappling hook.
    • Modular Constructs (10th Level): Allies can swap upgrades during a short rest.
  • Dominion Controller: Combines magic with constructs, granting spellcasting abilities.

    • Construct Casting (6th Level): Allies can channel your spell slots to cast cantrips or 1st-level spells.
    • Arcane Overdrive (14th Level): Allies gain resistance to magical damage and advantage on saving throws against spells.

Efficient Directives (5th Level)

You can issue commands more fluidly. You may use a bonus action instead of an action to issue a command.


Unit Upgrades (6th Level)

Your allies gain significant upgrades. Choose one upgrade per ally:

  • Flight Systems: Gain a flying speed of 30 feet.
  • Heavy Armor Plating: Increase AC by 2.
  • Pulse Cannon: Gain a ranged attack (30/120 feet) dealing 2d8 force damage.

Capstone: Command Perfection (20th Level)

  • Unlimited Command: Issue commands without expending Command Points for 1 minute (once per long rest).
  • Supreme Coordination: When an ally scores a critical hit, all other allies gain advantage on their next attack.